<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>Actions on GS_Play Gameplay Framework</title><link>https://gsplay.genomestudios.ca/categories/actions/</link><description>Recent content in Actions on GS_Play Gameplay Framework</description><generator>Hugo</generator><language>en-us</language><atom:link href="https://gsplay.genomestudios.ca/categories/actions/index.xml" rel="self" type="application/rss+xml"/><item><title>Actions System</title><link>https://gsplay.genomestudios.ca/docs/the_basics/core/systems/gs_actions/</link><pubDate>Mon, 01 Jan 0001 00:00:00 +0000</pubDate><guid>https://gsplay.genomestudios.ca/docs/the_basics/core/systems/gs_actions/</guid><description>&lt;p&gt;The Actions system provides a universal pattern for attaching discrete, reusable behaviors to entities and triggering them from any source — ScriptCanvas, World Triggers, UI buttons, or C++ code. Actions are data-driven components that fire on named channels, enabling composition without custom scripting.&lt;/p&gt;
&lt;p&gt;For architecture details, component properties, and creating custom actions in C++, see the &lt;a href="../../../../framework/core/systems/gs_actions/"&gt;Framework API reference&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt; &lt;/p&gt;
&lt;h2 id="contents"&gt;Contents&lt;/h2&gt;
&lt;ul&gt;
&lt;li&gt;&lt;a href="#how-actions-work"&gt;How Actions Work&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#triggering-actions"&gt;Triggering Actions&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#built-in-actions"&gt;Built-In Actions&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#common-patterns"&gt;Common Patterns&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#quick-reference"&gt;Quick Reference&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#glossary"&gt;Glossary&lt;/a&gt;&lt;/li&gt;
&lt;li&gt;&lt;a href="#see-also"&gt;See Also&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
&lt;hr&gt;
&lt;h2 id="how-actions-work"&gt;How Actions Work&lt;/h2&gt;
&lt;p&gt;An Action is a component you attach to an entity. Each Action has a &lt;strong&gt;channel name&lt;/strong&gt;. When something calls &lt;code&gt;DoAction(channelName)&lt;/code&gt; on that entity&amp;rsquo;s bus, every Action component whose channel matches the name will execute.&lt;/p&gt;</description></item></channel></rss>